FNSimulate init

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Fantom-Balatro
2025-03-23 04:51:28 -06:00
committed by GitHub
parent a34bbdba74
commit 80fc3dc15e
3 changed files with 659 additions and 0 deletions

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--- Divvy's Simulation for Balatro - Engine.lua
--
-- The heart of this library: it replicates the game's score evaluation.
function DV.SIM.run()
local null_ret = {score = {min=0, exact=0, max=0}, dollars = {min=0, exact=0, max=0}}
if #G.hand.highlighted < 1 then return null_ret end
DV.SIM.init()
DV.SIM.manage_state("SAVE")
DV.SIM.update_state_variables()
if not DV.SIM.simulate_blind_debuffs() then
DV.SIM.simulate_joker_before_effects()
DV.SIM.add_base_chips_and_mult()
DV.SIM.simulate_blind_effects()
DV.SIM.simulate_scoring_cards()
DV.SIM.simulate_held_cards()
DV.SIM.simulate_joker_global_effects()
DV.SIM.simulate_consumable_effects()
DV.SIM.simulate_deck_effects()
else -- Only Matador at this point:
DV.SIM.simulate_all_jokers(G.jokers, {debuffed_hand = true})
end
DV.SIM.manage_state("RESTORE")
return DV.SIM.get_results()
end
function DV.SIM.init()
-- Reset:
DV.SIM.running = {
min = {chips = 0, mult = 0, dollars = 0},
exact = {chips = 0, mult = 0, dollars = 0},
max = {chips = 0, mult = 0, dollars = 0},
reps = 0
}
-- Fetch metadata about simulated play:
local hand_name, _, poker_hands, scoring_hand, _ = G.FUNCS.get_poker_hand_info(G.hand.highlighted)
DV.SIM.env.scoring_name = hand_name
-- Identify played cards and extract necessary data:
DV.SIM.env.played_cards = {}
DV.SIM.env.scoring_cards = {}
local is_splash_joker = next(find_joker("Splash"))
table.sort(G.hand.highlighted, function(a, b) return a.T.x < b.T.x end) -- Sorts by positional x-value to mirror card order!
for _, card in ipairs(G.hand.highlighted) do
local is_scoring = false
for _, scoring_card in ipairs(scoring_hand) do
-- Either card is scoring because it's part of the scoring hand,
-- or there is Splash joker, or it's a Stone Card:
if card.sort_id == scoring_card.sort_id
or is_splash_joker
or card.ability.effect == "Stone Card"
then
is_scoring = true
break
end
end
local card_data = DV.SIM.get_card_data(card)
table.insert(DV.SIM.env.played_cards, card_data)
if is_scoring then table.insert(DV.SIM.env.scoring_cards, card_data) end
end
-- Identify held cards and extract necessary data:
DV.SIM.env.held_cards = {}
for _, card in ipairs(G.hand.cards) do
-- Highlighted cards are simulated as played cards:
if not card.highlighted then
local card_data = DV.SIM.get_card_data(card)
table.insert(DV.SIM.env.held_cards, card_data)
end
end
-- Extract necessary joker data:
DV.SIM.env.jokers = {}
for _, joker in ipairs(G.jokers.cards) do
local joker_data = {
-- P_CENTER keys for jokers have the form j_NAME, get rid of j_
id = joker.config.center.key:sub(3, #joker.config.center.key),
ability = copy_table(joker.ability),
edition = copy_table(joker.edition),
rarity = joker.config.center.rarity,
debuff = joker.debuff
}
table.insert(DV.SIM.env.jokers, joker_data)
end
-- Extract necessary consumable data:
DV.SIM.env.consumables = {}
for _, consumable in ipairs(G.consumeables.cards) do
local consumable_data = {
-- P_CENTER keys have the form x_NAME, get rid of x_
id = consumable.config.center.key:sub(3, #consumable.config.center.key),
ability = copy_table(consumable.ability)
}
table.insert(DV.SIM.env.consumables, consumable_data)
end
-- Set extensible context template:
DV.SIM.get_context = function(cardarea, args)
local context = {
cardarea = cardarea,
full_hand = DV.SIM.env.played_cards,
scoring_name = hand_name,
scoring_hand = DV.SIM.env.scoring_cards,
poker_hands = poker_hands
}
for k, v in pairs(args) do
context[k] = v
end
return context
end
end
function DV.SIM.get_card_data(card_obj)
return {
rank = card_obj.base.id,
suit = card_obj.base.suit,
base_chips = card_obj.base.nominal,
ability = copy_table(card_obj.ability),
edition = copy_table(card_obj.edition),
seal = card_obj.seal,
debuff = card_obj.debuff,
lucky_trigger = {}
}
end
function DV.SIM.get_results()
local DVSR = DV.SIM.running
local min_score = math.floor(DVSR.min.chips * DVSR.min.mult)
local exact_score = math.floor(DVSR.exact.chips * DVSR.exact.mult)
local max_score = math.floor(DVSR.max.chips * DVSR.max.mult)
return {
score = {min = min_score, exact = exact_score, max = max_score},
dollars = {min = DVSR.min.dollars, exact = DVSR.exact.dollars, max = DVSR.max.dollars}
}
end
--
-- GAME STATE MANAGEMENT:
--
function DV.SIM.manage_state(save_or_restore)
local DVSO = DV.SIM.orig
if save_or_restore == "SAVE" then
DVSO.random_data = copy_table(G.GAME.pseudorandom)
DVSO.hand_data = copy_table(G.GAME.hands)
return
end
if save_or_restore == "RESTORE" then
G.GAME.pseudorandom = DVSO.random_data
G.GAME.hands = DVSO.hand_data
return
end
end
function DV.SIM.update_state_variables()
-- Increment poker hand played this run/round:
local hand_info = G.GAME.hands[DV.SIM.env.scoring_name]
hand_info.played = hand_info.played + 1
hand_info.played_this_round = hand_info.played_this_round + 1
end
--
-- MACRO LEVEL:
--
function DV.SIM.simulate_scoring_cards()
for _, scoring_card in ipairs(DV.SIM.env.scoring_cards) do
DV.SIM.simulate_card_in_context(scoring_card, G.play)
end
end
function DV.SIM.simulate_held_cards()
for _, held_card in ipairs(DV.SIM.env.held_cards) do
DV.SIM.simulate_card_in_context(held_card, G.hand)
end
end
function DV.SIM.simulate_joker_global_effects()
for _, joker in ipairs(DV.SIM.env.jokers) do
if joker.edition then -- Foil and Holo:
if joker.edition.chips then DV.SIM.add_chips(joker.edition.chips) end
if joker.edition.mult then DV.SIM.add_mult(joker.edition.mult) end
end
DV.SIM.simulate_joker(joker, DV.SIM.get_context(G.jokers, {global = true}))
-- Joker-on-joker effects (eg. Blueprint):
DV.SIM.simulate_all_jokers(G.jokers, {other_joker = joker})
if joker.edition then -- Poly:
if joker.edition.x_mult then DV.SIM.x_mult(joker.edition.x_mult) end
end
end
end
function DV.SIM.simulate_consumable_effects()
for _, consumable in ipairs(DV.SIM.env.consumables) do
if consumable.ability.set == "Planet" and not consumable.debuff then
if G.GAME.used_vouchers.v_observatory and consumable.ability.consumeable.hand_type == DV.SIM.env.scoring_name then
DV.SIM.x_mult(G.P_CENTERS.v_observatory.config.extra)
end
end
end
end
function DV.SIM.add_base_chips_and_mult()
local played_hand_data = G.GAME.hands[DV.SIM.env.scoring_name]
DV.SIM.add_chips(played_hand_data.chips)
DV.SIM.add_mult(played_hand_data.mult)
end
function DV.SIM.simulate_joker_before_effects()
for _, joker in ipairs(DV.SIM.env.jokers) do
DV.SIM.simulate_joker(joker, DV.SIM.get_context(G.jokers, {before = true}))
end
end
function DV.SIM.simulate_blind_effects()
if G.GAME.blind.disabled then return end
if G.GAME.blind.name == "The Flint" then
local function flint(data)
local half_chips = math.floor(data.chips/2 + 0.5)
local half_mult = math.floor(data.mult/2 + 0.5)
data.chips = mod_chips(math.max(half_chips, 0))
data.mult = mod_mult(math.max(half_mult, 1))
end
flint(DV.SIM.running.min)
flint(DV.SIM.running.exact)
flint(DV.SIM.running.max)
else
-- Other blinds do not impact scoring; refer to Blind:modify_hand(..)
end
end
function DV.SIM.simulate_deck_effects()
if G.GAME.selected_back.name == 'Plasma Deck' then
local function plasma(data)
local sum = data.chips + data.mult
local half_sum = math.floor(sum/2)
data.chips = mod_chips(half_sum)
data.mult = mod_mult(half_sum)
end
plasma(DV.SIM.running.min)
plasma(DV.SIM.running.exact)
plasma(DV.SIM.running.max)
else
-- Other decks do not impact scoring; refer to Back:trigger_effect(..)
end
end
function DV.SIM.simulate_blind_debuffs()
local blind_obj = G.GAME.blind
if blind_obj.disabled then return false end
-- The following are part of Blind:press_play()
if blind_obj.name == "The Hook" then
blind_obj.triggered = true
for _ = 1, math.min(2, #DV.SIM.env.held_cards) do
-- TODO: Identify cards-in-hand that can affect score, simulate with/without them for min/max
local selected_card, card_key = pseudorandom_element(DV.SIM.env.held_cards, pseudoseed('hook'))
table.remove(DV.SIM.env.held_cards, card_key)
for _, joker in ipairs(DV.SIM.env.jokers) do
-- Note that the cardarea argument is largely arbitrary (used for DV.SIM.JOKERS),
-- I use G.hand because The Hook discards from the hand
DV.SIM.simulate_joker(joker, DV.SIM.get_context(G.hand, {discard = true, other_card = selected_card}))
end
end
end
if blind_obj.name == "The Tooth" then
blind_obj.triggered = true
DV.SIM.add_dollars((-1) * #DV.SIM.env.played_cards)
end
-- The following are part of Blind:debuff_hand(..)
if blind_obj.name == "The Arm" then
blind_obj.triggered = false
local played_hand_name = DV.SIM.env.scoring_name
if G.GAME.hands[played_hand_name].level > 1 then
blind_obj.triggered = true
-- NOTE: Important to save/restore G.GAME.hands here
-- NOTE: Implementation mirrors level_up_hand(..)
local played_hand_data = G.GAME.hands[played_hand_name]
played_hand_data.level = math.max(1, played_hand_data.level - 1)
played_hand_data.mult = math.max(1, played_hand_data.s_mult + (played_hand_data.level-1) * played_hand_data.l_mult)
played_hand_data.chips = math.max(0, played_hand_data.s_chips + (played_hand_data.level-1) * played_hand_data.l_chips)
end
return false -- IMPORTANT: Avoid duplicate effects from Blind:debuff_hand() below
end
if blind_obj.name == "The Ox" then
blind_obj.triggered = false
if DV.SIM.env.scoring_name == G.GAME.current_round.most_played_poker_hand then
blind_obj.triggered = true
DV.SIM.add_dollars(-G.GAME.dollars)
end
return false -- IMPORTANT: Avoid duplicate effects from Blind:debuff_hand() below
end
return blind_obj:debuff_hand(DV.SIM.env.played_cards, DV.SIM.env.poker_hands, DV.SIM.env.scoring_name, true)
end
--
-- MICRO LEVEL (CARDS):
--
function DV.SIM.simulate_card_in_context(card, cardarea)
-- Reset and collect repetitions:
DV.SIM.running.reps = 1
if card.seal == "Red" then DV.SIM.add_reps(1) end
DV.SIM.simulate_all_jokers(cardarea, {other_card = card, repetition = true})
-- Apply effects:
for _ = 1, DV.SIM.running.reps do
DV.SIM.simulate_card(card, DV.SIM.get_context(cardarea, {}))
DV.SIM.simulate_all_jokers(cardarea, {other_card = card, individual = true})
end
end
function DV.SIM.simulate_card(card_data, context)
-- Do nothing if debuffed:
if card_data.debuff then return end
if context.cardarea == G.play then
-- Chips:
if card_data.ability.effect == "Stone Card" then
DV.SIM.add_chips(card_data.ability.bonus + (card_data.ability.perma_bonus or 0))
else
DV.SIM.add_chips(card_data.base_chips + card_data.ability.bonus + (card_data.ability.perma_bonus or 0))
end
-- Mult:
if card_data.ability.effect == "Lucky Card" then
local exact_mult, min_mult, max_mult = DV.SIM.get_probabilistic_extremes(pseudorandom("nope"), 5, card_data.ability.mult, 0)
DV.SIM.add_mult(exact_mult, min_mult, max_mult)
-- Careful not to overwrite `card_data.lucky_trigger` outright:
if exact_mult > 0 then card_data.lucky_trigger.exact = true end
if min_mult > 0 then card_data.lucky_trigger.min = true end
if max_mult > 0 then card_data.lucky_trigger.max = true end
else
DV.SIM.add_mult(card_data.ability.mult)
end
-- XMult:
if card_data.ability.x_mult > 1 then
DV.SIM.x_mult(card_data.ability.x_mult)
end
-- Dollars:
if card_data.seal == "Gold" then
DV.SIM.add_dollars(3)
end
if card_data.ability.p_dollars > 0 then
if card_data.ability.effect == "Lucky Card" then
local exact_dollars, min_dollars, max_dollars = DV.SIM.get_probabilistic_extremes(pseudorandom("notthistime"), 15, card_data.ability.p_dollars, 0)
DV.SIM.add_dollars(exact_dollars, min_dollars, max_dollars)
-- Careful not to overwrite `card_data.lucky_trigger` outright:
if exact_dollars > 0 then card_data.lucky_trigger.exact = true end
if min_dollars > 0 then card_data.lucky_trigger.min = true end
if max_dollars > 0 then card_data.lucky_trigger.max = true end
else
DV.SIM.add_dollars(card_data.ability.p_dollars)
end
end
-- Edition:
if card_data.edition then
if card_data.edition.chips then DV.SIM.add_chips(card_data.edition.chips) end
if card_data.edition.mult then DV.SIM.add_mult(card_data.edition.mult) end
if card_data.edition.x_mult then DV.SIM.x_mult(card_data.edition.x_mult) end
end
elseif context.cardarea == G.hand then
if card_data.ability.h_mult > 0 then
DV.SIM.add_mult(card_data.ability.h_mult)
end
if card_data.ability.h_x_mult > 0 then
DV.SIM.x_mult(card_data.ability.h_x_mult)
end
end
end
--
-- MICRO LEVEL (JOKERS):
--
function DV.SIM.simulate_all_jokers(cardarea, context_args)
for _, joker in ipairs(DV.SIM.env.jokers) do
DV.SIM.simulate_joker(joker, DV.SIM.get_context(cardarea, context_args))
end
end
function DV.SIM.simulate_joker(joker_obj, context)
-- Do nothing if debuffed:
if joker_obj.debuff then return end
local joker_simulation_function = DV.SIM.JOKERS["simulate_" .. joker_obj.id]
if joker_simulation_function then joker_simulation_function(joker_obj, context) end
end

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--- Divvy's Simulation for Balatro - Init.lua
--
-- Global values that must be present for the rest of this mod to work.
if not DV then DV = {} end
DV.SIM = {
JOKERS = {},
running = {
--- Table to store workings (ie. running totals):
min = {chips = 0, mult = 0, dollars = 0},
exact = {chips = 0, mult = 0, dollars = 0},
max = {chips = 0, mult = 0, dollars = 0},
reps = 0,
},
env = {
--- Table to store data about the simulated play:
jokers = {}, -- Derived from G.jokers.cards
played_cards = {}, -- Derived from G.hand.highlighted
scoring_cards = {}, -- Derived according to evaluate_play()
held_cards = {}, -- Derived from G.hand minus G.hand.highlighted
consumables = {}, -- Derived from G.consumeables.cards
scoring_name = "" -- Derived according to evaluate_play()
},
orig = {
--- Table to store game data that gets modified during simulation:
random_data = {}, -- G.GAME.pseudorandom
hand_data = {} -- G.GAME.hands
},
misc = {
--- Table to store ancillary status variables:
next_stone_id = -1
}
}

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--- Divvy's Simulation for Balatro - Utils.lua
--
-- Utilities for writing simulation functions for jokers.
--
-- In general, these functions replicate the game's internal calculations and
-- variables in order to avoid affecting the game's state during simulation.
-- These functions ensure that the score calculation remains identical to the
-- game; DO NOT directly modify the `DV.SIM.running` score variables.
--
-- HIGH-LEVEL:
--
function DV.SIM.JOKERS.add_suit_mult(joker_obj, context)
if context.cardarea == G.play and context.individual then
if DV.SIM.is_suit(context.other_card, joker_obj.ability.extra.suit) and not context.other_card.debuff then
DV.SIM.add_mult(joker_obj.ability.extra.s_mult)
end
end
end
function DV.SIM.JOKERS.add_type_mult(joker_obj, context)
if context.cardarea == G.jokers and context.global
and next(context.poker_hands[joker_obj.ability.type])
then
DV.SIM.add_mult(joker_obj.ability.t_mult)
end
end
function DV.SIM.JOKERS.add_type_chips(joker_obj, context)
if context.cardarea == G.jokers and context.global
and next(context.poker_hands[joker_obj.ability.type])
then
DV.SIM.add_chips(joker_obj.ability.t_chips)
end
end
function DV.SIM.JOKERS.x_mult_if_global(joker_obj, context)
if context.cardarea == G.jokers and context.global then
if joker_obj.ability.x_mult > 1 and
(joker_obj.ability.type == "" or next(context.poker_hands[joker_obj.ability.type])) then
DV.SIM.x_mult(joker_obj.ability.x_mult)
end
end
end
function DV.SIM.get_probabilistic_extremes(random_value, odds, reward, default)
-- Exact mirrors the game's probability calculation
local exact = default
if random_value < G.GAME.probabilities.normal/odds then
exact = reward
end
-- Minimum is default unless probability is guaranteed (eg. 2 in 2 chance)
local min = default
if G.GAME.probabilities.normal >= odds then
min = reward
end
-- Maximum is always reward (probability is always > 0); redundant variable is for readability
local max = reward
return exact, min, max
end
function DV.SIM.adjust_field_with_range(adj_func, field, mod_func, exact_value, min_value, max_value)
if not exact_value then error("Cannot adjust field, exact_value is missing.") end
if not min_value or not max_value then
min_value = exact_value
max_value = exact_value
end
DV.SIM.running.min[field] = mod_func(adj_func(DV.SIM.running.min[field], min_value))
DV.SIM.running.exact[field] = mod_func(adj_func(DV.SIM.running.exact[field], exact_value))
DV.SIM.running.max[field] = mod_func(adj_func(DV.SIM.running.max[field], max_value))
end
function DV.SIM.add_chips(exact, min, max)
DV.SIM.adjust_field_with_range(function(x, y) return x + y end, "chips", mod_chips, exact, min, max)
end
function DV.SIM.add_mult(exact, min, max)
DV.SIM.adjust_field_with_range(function(x, y) return x + y end, "mult", mod_mult, exact, min, max)
end
function DV.SIM.x_mult(exact, min, max)
DV.SIM.adjust_field_with_range(function(x, y) return x * y end, "mult", mod_mult, exact, min, max)
end
function DV.SIM.add_dollars(exact, min, max)
-- NOTE: no mod_func for dollars, so have to declare an identity function
DV.SIM.adjust_field_with_range(function(x, y) return x + y end, "dollars", function(x) return x end, exact, min, max)
end
function DV.SIM.add_reps(n)
DV.SIM.running.reps = DV.SIM.running.reps + n
end
--
-- LOW-LEVEL:
--
function DV.SIM.is_suit(card_data, suit, ignore_scorability)
if card_data.debuff and not ignore_scorability then return end
if card_data.ability.effect == "Stone Card" then
return false
end
if card_data.ability.effect == "Wild Card" and not card_data.debuff then
return true
end
if next(find_joker("Smeared Joker")) then
local is_card_suit_light = (card_data.suit == "Hearts" or card_data.suit == "Diamonds")
local is_check_suit_light = (suit == "Hearts" or suit == "Diamonds")
if is_card_suit_light == is_check_suit_light then return true end
end
return card_data.suit == suit
end
function DV.SIM.get_rank(card_data)
if card_data.ability.effect == "Stone Card" and not card_data.vampired then
DV.SIM.misc.next_stone_id = DV.SIM.misc.next_stone_id - 1
return DV.SIM.misc.next_stone_id
end
return card_data.rank
end
function DV.SIM.is_rank(card_data, ranks)
if card_data.ability.effect == "Stone Card" then return false end
if type(ranks) == "number" then ranks = {ranks} end
for _, r in ipairs(ranks) do
if card_data.rank == r then return true end
end
return false
end
function DV.SIM.check_rank_parity(card_data, check_even)
if check_even then
local is_even_numbered = (card_data.rank <= 10 and card_data.rank >= 0 and card_data.rank % 2 == 0)
return is_even_numbered
else
local is_odd_numbered = (card_data.rank <= 10 and card_data.rank >= 0 and card_data.rank % 2 == 1)
local is_ace = (card_data.rank == 14)
return (is_odd_numbered or is_ace)
end
end
function DV.SIM.is_face(card_data)
return (DV.SIM.is_rank(card_data, {11, 12, 13}) or next(find_joker("Pareidolia")))
end
function DV.SIM.set_ability(card_data, center)
-- See Card:set_ability()
card_data.ability = {
name = center.name,
effect = center.effect,
set = center.set,
mult = center.config.mult or 0,
h_mult = center.config.h_mult or 0,
h_x_mult = center.config.h_x_mult or 0,
h_dollars = center.config.h_dollars or 0,
p_dollars = center.config.p_dollars or 0,
t_mult = center.config.t_mult or 0,
t_chips = center.config.t_chips or 0,
x_mult = center.config.Xmult or 1,
h_size = center.config.h_size or 0,
d_size = center.config.d_size or 0,
extra = copy_table(center.config.extra) or nil,
extra_value = 0,
type = center.config.type or '',
order = center.order or nil,
forced_selection = card_data.ability and card_data.ability.forced_selection or nil,
perma_bonus = card_data.ability and card_data.ability.perma_bonus or 0,
bonus = (card_data.ability and card_data.ability.bonus or 0) + (center.config.bonus or 0)
}
end
function DV.SIM.set_edition(card_data, edition)
card_data.edition = nil
if not edition then return end
if edition.holo then
if not card_data.edition then card_data.edition = {} end
card_data.edition.mult = G.P_CENTERS.e_holo.config.extra
card_data.edition.holo = true
card_data.edition.type = 'holo'
elseif edition.foil then
if not card_data.edition then card_data.edition = {} end
card_data.edition.chips = G.P_CENTERS.e_foil.config.extra
card_data.edition.foil = true
card_data.edition.type = 'foil'
elseif edition.polychrome then
if not card_data.edition then card_data.edition = {} end
card_data.edition.x_mult = G.P_CENTERS.e_polychrome.config.extra
card_data.edition.polychrome = true
card_data.edition.type = 'polychrome'
elseif edition.negative then
-- TODO
end
end